RocketMan on 18/3/2007 at 01:32
Is your name Christine too? :p
june gloom on 18/3/2007 at 01:55
no :p
i was referring to the concept of giving someone a copy of HL2 for their birthday.
Briareos H on 18/3/2007 at 02:06
JukkaKevät, these textures & models are very nice. The light placement is beautiful too, shows off the bump very well. What renderer did you use ?
As for the engine, it's rather difficult to find a full & open engine that has as many features as HL2. Its physics engine particularly, is a great help for the project, especially since it has no coder for the moment.
JukkaKevät on 18/3/2007 at 12:15
Thanks for all the comments everyone. I have to say that the model textures haven't been baked yet so there is no edgework or any scratched parts. Some of them might look too clean even for scifi.
Quote Posted by Briareos H
JukkaKevät, these textures & models are very nice. The light placement is beautiful too, shows off the bump very well. What renderer did you use ?
As for the engine, it's rather difficult to find a full & open engine that has as many features as HL2. Its physics engine particularly, is a great help for the project, especially since it has no coder for the moment.
I work with student licensed 3D-viz which is basically a 'tuned down' version of 3D-StudioMax so it's Mental Ray mayhem :) I've tried to keep the lighting model in a Doom3 quality (no caustics or final gather), but it might be a little higher due to very cool shadows cast by area lights and ofcourse insane amount of samples per pixel. Polygon budget for the props is 300 - 600 triangles per model.
Good point. The interactive elements are perhaps most useful in the source engine. opensource engines do have good physics but no user interactivity with them (picking up and throwing). Just tried to tell my opinion against using a commercial engine. It's not really up to me, I just make models and people can import them into an engine they wish to use. Have to check where I can upload the first room next week (the workfiles are pretty big).
I changed the correct parts of the walls into green. They are now more like the original. Do they look funny or is it just that I got so used to them being all blue?
(
http://studiohorisen.net/users/SodanKerjuu/media/pictures/renders/SSRM/testshot3.jpg) fixed walls
A friend asked if I could place all the props on the floor for better viewing. I should smooth the height map...
(
http://studiohorisen.net/users/SodanKerjuu/media/pictures/renders/SSRM/propshot3.jpg) props on the floor
The blood in the plasmapack uses a stockphoto from (
http://resurgere.deviantart.com/) Resurgere and the (
http://studiohorisen.net/users/SodanKerjuu/media/pictures/renders/SSRM/buttonshot.jpg) wallbutton and accesscard uses couple of public domain textures made by Senn and Rorshach which you can download from (
http://wadfather.planethalflife.gamespy.com/new/) wadfather.
(
http://studiohorisen.net/users/SodanKerjuu/media/pictures/renders/SSRM/thecloset.jpg) stuff in the closet
The system analyzer and mapping unit look a little mild I know. Have to bake the textures and do some texture painting someday, but I'll upload them first so feel free to brush up some details into them.
Phew.
I'll render the textures to fit into SS2, convert the models into a more usable format and upload everything before I can move into the next room.
Edit:
I did the textures into 512x512 size with pre-rendered light. Download the pack from (
http://studiohorisen.net/users/SodanKerjuu/media/textures/SSRM-level1room1-fallbacktextures.zip) Here.
The pack is public domain.
Download it.
Share it.
Use it.
Bjossi on 18/3/2007 at 16:46
Great work as usual. :)
I don't see anything wrong with the props' textures, maybe they look clean because they have been inside a closet for a while. :p
Vigil on 18/3/2007 at 17:02
Very impressive work. I have to say though that those ceiling lights really do need to get retconned out of existence - I can't think of a way they could be made to look plausible while staying true to their original appearance. What about replacing them with a circular blue light fixture instead, or instead giving it the impression of a square cloudy perspex sheet with a grid of smaller halogens/column of flourescent tubes behind it?
june gloom on 18/3/2007 at 19:15
i say keep the lights, but make them a little smaller, perhaps. the original lights took up, what, over half the texture? (by my calculations, 56% of the texture is taken up by the light.)
reduce that to about 25%. it'll be more plausible. maybe even make them a little bulbous.
G'len on 18/3/2007 at 21:10
Wow! Your work is excellent - far better than my meager attempt at the Citadel Conversion; but I guess that you are far more experinced in modeling than I am.
This project shows promise - keep it going! I might repurchase Half Life 1 just to run this project!
Nameless Voice on 18/3/2007 at 21:17
You're missing the fact that those screenshots are not from Half-life, but rendered shots from 3D Studio...
I wonder what they would look like ingame?
For CCP, I had thought it would be a good idea to build 3D screens, consoles and trim, and place them on the walls over a plain texture, rather than having them just painted onto the wall.
G'len on 18/3/2007 at 21:28
Quote Posted by Nameless Voice
For CCP, I had thought it would be a good idea to build 3D screens, consoles and trim, and place them on the walls over a plain texture, rather than having them just painted onto the wall.
Yep, I was already doing this with the Temperature Regulators; this has to be expanded to many other fixtures as well.